﻿using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using PloobsEngine.SceneControl;
using PloobsEngine.Physics;
using PloobsEngine;
using PloobsEngine.Cameras;
using PloobsEngine.Input;
using Microsoft.Xna.Framework;
using PloobsEngine.Physics.Bepu;
using PloobsEngine.Modelo;
using PloobsEngine.Material;
using Microsoft.Xna.Framework.Graphics;
using PloobsEngine.Utils;
using PloobsEngine.Features;
using PloobsEngine.Commands;
using PloobsEngineDemo3;
using PloobsEngine.Light;
using BezierApp;
using Etapa1.BezierExperiments;
using Etapa1.ModelDescription;
using Etapa1.ModelDescription.ModelSamples;
using Etapa1.SubdivisionSurface.butterfly;

namespace Etapa1.Screens
{
    public class SubdivisionScreen : SceneScreen
    {
        private BepuPhysicWorld physicWorld;
        private BrutalForceWorld mundo;
        private EngineStuff engine;
        CameraFirstPerson cam;

        public SubdivisionScreen(EngineStuff es)
        {
            this.engine = es;
            physicWorld = new BepuPhysicWorld();
            mundo = new BrutalForceWorld(physicWorld);                        
            engine.Game.IsFixedTimeStep = true;
        }
        
        public override void LoadContent(EngineStuff es)
        {
            InputAdvanced inp = new InputAdvanced(engine);
            engine.AddComponent(inp);

            base.LoadContent(es);

            SimpleModel model = new SimpleModel("..\\Content\\Model\\Marcus_baja", "Textures//white");
            model.LoadModelo();
            ExtractModelInformations emi = new ExtractModelInformations();
            List<VertexPositionNormalTexture> listaVertices;
            List<int> indices;
            emi.ExtractInfos(model, out listaVertices, out indices);
            Modelo modelo = new Modelo(listaVertices, indices);

            Butterfly butterfly = new Butterfly();
            butterfly.SortEdges(modelo.Vertices);
            List<Edge> edges = modelo.Edges;
            List<Vertice> vertices = modelo.Vertices;
            List<Triangulo> triangulos = modelo.Triangulos;
            butterfly.Tesselate(ref edges, ref vertices, ref triangulos);

            VertexBuffer vb;
            IndexBuffer ib;
            VertexDeclaration vd;
            emi.GenerateBuffers(triangulos, vertices, out vb, out ib, out vd);

            {
                VertexIndexBufferModel sm = new VertexIndexBufferModel(ib, vb,vertices.Count, triangulos.Count, vd, vd.GetVertexStrideSize(0), "Textures//blue");
                sm.LoadModelo();
                NormalDeferred shader = new NormalDeferred();
                shader.Initialize();
                IMaterial mat = new Material(shader);
                IObject obj3 = new SimpleObject(mat, new GhostObject(new Vector3(0, 100, 0), Matrix.Identity, Vector3.One * 1), sm);
                mundo.AddObject(obj3);
            }

            {
                IPhysicObject pi = new TriangleMeshObject(model, new Vector3(0, -25, 25), Matrix.Identity, Vector3.One * 1);
                NormalDeferred shader = new NormalDeferred();                
                shader.Initialize();
                IMaterial mat = new Material(shader);
                IObject obj3 = new SimpleObject(mat, pi, model);
                mundo.AddObject(obj3);
            }


            cam = new CameraFirstPerson(true);
            cam.FarPlane = 6000;
            cam.Sensibility = 2;

            LightThrowBepu lt = new LightThrowBepu(mundo, engine);

            #region NormalLight
            DirectionalLight ld1 = new DirectionalLight(Vector3.Left, Color.White);
            DirectionalLight ld2 = new DirectionalLight(Vector3.Right, Color.White);
            DirectionalLight ld3 = new DirectionalLight(Vector3.Backward, Color.White);
            DirectionalLight ld4 = new DirectionalLight(Vector3.Forward, Color.White);
            DirectionalLight ld5 = new DirectionalLight(Vector3.Down, Color.White);
            float li = 0.4f;
            ld1.LightIntensity = li;
            ld2.LightIntensity = li;
            ld3.LightIntensity = li;
            ld4.LightIntensity = li;
            ld5.LightIntensity = li;
            mundo.AddLight(ld1);
            mundo.AddLight(ld2);
            mundo.AddLight(ld3);
            mundo.AddLight(ld4);
            mundo.AddLight(ld5);
            #endregion

            ////Criacao de uma Tecnica
            DeferredRenderTechnic dr = new DeferredRenderTechnic(engine);

            IRenderTechnic[] rt = new IRenderTechnic[] { dr };
            this.RenderTechnics = rt;
            dr.isDebug = true;
            mundo.AddCamera(cam);
            this.World = mundo;


            Picking pk = new Picking();
            engine.AddComponent(pk);

            PickingParameters pp = new PickingParameters(cam, mundo, MouseButtons.RightButton);
            pp.Method = SegmentInterceptMethod.ALL;
            PickingRedirectorCallbackObserver prc = new PickingRedirectorCallbackObserver();
            prc.redirectPicking += new RedirectPicking(prc_redirectPicking);
            pp.Observers.Add(prc);
            CommandProcessor.getCommandProcessor().SendCommandSyncronous(pp);
        }

        RayTestInfo ri = null;
        void prc_redirectPicking(object obj)
        {
            ri = obj as RayTestInfo;
        }



    }
}

